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730 commits

Author SHA1 Message Date
elsid
4d6350539c
Move FindLowestUnusedTexUnitVisitor to unnamed namespace
It's not used anywhere except this translation unit so no need to make the
symbol available everywhere else.
2024-01-15 22:23:59 +01:00
elsid
3ad79e3b3e
Pregenerate glow texture names
To avoid strings generation and allocations every time model is added to a
scene.
2024-01-11 23:54:20 +01:00
Cody Glassman
187f63d3d3 support postprocess distortion 2023-12-21 10:56:38 -08:00
jvoisin
abbb620ea2 Merge branch 'nifogproperty' into 'master'
Handle NiFogProperty (feature #5173)

Closes #5173

See merge request OpenMW/openmw!3642
2023-12-12 18:30:11 +00:00
Alexei Kotov
9cdaf2c29b Handle NiFogProperty (feature #5173) 2023-12-09 17:13:16 +03:00
Alexei Kotov
c1088e5f70 Streamline passing influence data to skinning 2023-12-08 20:58:34 +03:00
Alexei Kotov
820fc068d1 Support point specular lighting (#6188)
Fix passing light specular colors with shader lighting methods (with help from wazabear)
2023-11-04 17:58:51 +03:00
elsid
f4efbcc1c4
Use settings values for Shadows settings 2023-11-02 16:36:44 +01:00
Cody Glassman
09928ba265 use a dynamic falloff range for soft effect and use shader flags 2023-10-28 10:23:55 -07:00
psi29a
c058b30322 Merge branch 'riggeometry' into 'master'
Refurbish SceneUtil::RigGeometry

See merge request OpenMW/openmw!3472
2023-10-24 10:20:12 +00:00
Alexei Kotov
715efe6cb1 Handle NiParticleBomb (feature #7634) 2023-10-22 16:26:46 +03:00
Alexei Kotov
76939aae45 Refurbish RigGeometry
Restructure/untangle influence data
Don't store the input influence data
Overall cleanup
2023-10-22 16:20:32 +03:00
elsid
08902371b4
Use settings values for Shaders settings 2023-10-12 20:43:53 +02:00
Alexei Kotov
799da630e4 CopyRigVisitor: don't copy unskinned geometry (bug #5280) 2023-10-07 00:11:31 +03:00
AnyOldName3
15e6ababf1 Merge branch 'soft_particles' into 'master'
Apply soft effect to nifs marked with soft effect flag (originally developed by Cody Glassman)

See merge request OpenMW/openmw!3447
2023-10-02 21:38:14 +00:00
elsid
1d94527a19
Avoid using settings in components to get actor model
Settings::Values are initialized only for engine. Accessing them from other
binaries leads to a crash.
2023-09-27 21:00:46 +02:00
Petr Mikheev
63d5bd6f8a Apply soft effect to nifs marked with soft effect flag (developed by Cody Glassman) 2023-09-27 20:41:52 +02:00
elsid
ad509bb954
Use settings values for Models settings 2023-09-09 13:12:08 +02:00
Andrei Kortunov
35561450f1 Do not copy osg::ref_ptr when possible 2023-07-31 20:43:46 +04:00
Andrei Kortunov
d3d7a663c6 Move some objects instead of copying 2023-07-31 20:43:46 +04:00
elsid
dd54857610
Add missing array include 2023-07-29 00:29:03 +02:00
elsid
b4868c6094
Filter evade directions by supported animations
To avoid trying those which will not lead to any actor movement due to absent
animation.
2023-07-22 17:30:40 +02:00
elsid
f6fce5ee15
Cleanup includes 2023-07-08 11:28:56 +02:00
glassmancody.info
a659d2eaeb lua - fix bounding box once and for all 2023-07-04 09:55:11 -07:00
Bret Curtis
ff6944701f Be more explicit about use of CLAMP_TO_EDGE instead of defaulting to GL CLAMP 2023-06-16 09:16:07 +02:00
psi29a
2686e586e5 Merge branch 'dev-7019' into 'master'
Fix improper access of stereo manager by other shared components

See merge request OpenMW/openmw!2437
2023-06-09 21:25:21 +00:00
Evil Eye
9728024978 Replace compare with more idiomatic methods 2023-05-22 19:51:27 +02:00
elsid
5d5e6844d1
Use settings values for Camera settings 2023-05-20 22:23:09 +02:00
glassmancody.info
a7b7f99d72 Expose game object's bounding box in lua api 2023-05-18 11:10:10 -07:00
jvoisin
c7a3f43915 Minor header cleanup
This has been done via CLion's "unused include directive",
set to "detect completely unused".
2023-04-30 16:26:03 +02:00
Mads Buvik Sandvei
fe066069d7 /components/ code should not access the stereo manager without checking whether or not stereo is enabled first. Stereo component code should not read settings itself, but rather take settings as parameters. 2023-04-22 16:11:42 +02:00
Evil Eye
8d8207b734 Refactor pathgrid indices to use size_t instead of int 2023-04-08 00:32:43 +00:00
Alexei Dobrohotov
20e799dadc Use Rig/MorphGeometry state for its child geometry
Cherry-pick of ed44095cdc from 0.48 branch
2023-03-06 00:54:02 +00:00
psi29a
4faa1bf3e8 Merge branch 'moo-bitch-get-out-my-hay' into 'master'
Don't use FFP-friendly texture image units for shadow maps

Closes #7102

See merge request OpenMW/openmw!2682
2023-02-25 23:12:32 +00:00
Cody Glassman
ac4787aeec shade refactor 2023-02-25 11:03:39 -08:00
Alexei Dobrohotov
0f222d270e Prefer the earliest eponymous nodes in skeletons (bug #3842) 2023-02-23 15:36:04 +03:00
AnyOldName3
83b940397e AdD lInE bReAk ThAt ClAnG-fOrMaT wAnTeD 2023-02-10 00:12:55 +00:00
AnyOldName3
7d4410d4fb Use reserveGlobalTextureUnits for shadow maps 2023-02-09 01:32:48 +00:00
AnyOldName3
9be3d2668a Break out of loops when uniform is found 2023-02-07 22:19:53 +00:00
florent.teppe
486d15b19e moved light common to its own file
moved esm4light to it's own file
2023-02-07 16:29:17 +01:00
florent.teppe
dc961e3189 Adds the light into the scene.
Common struct for ESM3 and ESM4 light
2023-02-07 10:07:59 +01:00
AnyOldName3
80d6f6bc97 Add line break that clang-format wanted 2023-02-05 02:07:00 +00:00
AnyOldName3
0edc8fc77d Don't use FFP-friendly texture image units for shadow maps
This more-or-less gets rid of the shadow system's only depencency on FFP
stuff. All that remains is it using OSG cameras, which OSG provides a
uniform-based implementation of, too, which we can trivially migrate to.

This should mean we're not eating any of the ~8 FPP-friendly texture
units, which is good as Morrowind models can use all of those on their
(although they very rarely do), and instead use some of the ~160
shader-only texture image units. This just requires not calling
glEnable(GL_TEXTURE_2D), accomplished by changing
setTextureAttributeAndModes to setTextureAttribute.

Also changes from using glTexGen and its eye plane matrices to pass the
shadow space matrix for each light to explicit uniforms. Thankfully, the
maths was a simple combination of the valid region matrix and eye plane
matrix maths.

As of this commit, I believe this kills shadows in one eye for stereo
rendering.
2023-02-05 00:40:33 +00:00
AnyOldName3
66e5415895 Log screenshot capture 2022-11-22 19:26:28 +00:00
AnyOldName3
77de37b1ed Revert "Merge branch 'fix_macos_build' into 'master'"
As well as fixing the MacOS build, it meddled with a bunch of files that
already did the right thing.

This reverts commit 8162541a14, reversing
changes made to e16c451d08.
2022-10-12 22:48:34 +01:00
elsid
c324482338
Use separate header to define missing GL constants 2022-10-09 23:35:55 +02:00
elsid
843753da14
Remove unused includes 2022-10-09 16:44:18 +02:00
jvoisin
3cbf1dc042 First pass with include-what-you-use 2022-10-09 10:39:43 +00:00
elsid
bb8b5e2108
Add META_Node to clang-format StatementMacros 2022-10-06 21:11:52 +02:00
elsid
063fff7fa4
Fix and prevent -Wextra-semi warning 2022-10-06 00:26:43 +02:00